CS2 Cache Map - A bombsite

Cache Guide for Counter-Strike 2

Callouts, bombsites, timings, weapon ranges, and skins.

Cache is a bomb defusal map built around three lanes - A on one side, B on the other and Mid between them. The game files mark 48 named places on it - the official callouts shown by the radar and in team chat. The two default plant spots are 2,880 units apart, about 73 metres in a straight line.

A CT gets from spawn to the A plant spot in about 10.4 seconds with the knife out, a T in about 15.7 - 5 seconds later. Both are measured along the map, around the walls - more in Timings. This page goes through the callouts, both sites, the timings, which guns suit the distances here, and the skins.

Cache Map Overview

Where the map came from, and what the game files say about it.

Cache is three lanes: A on one side, B on the other, Mid between them. The Ts reach A along Long A and through Squeaky, or through A Main, and from Mid the Highway leads up to the site. On A, Quad, Forklift and Balcony give cover, and Truck sits on the CT way in. B is on the other side, past B Main and B Halls; the CTs come onto it from Heaven and Rafters above. Mid connects to both: Garage leads in from the T side, Connector goes to the CT Lane, and Vents drop to Checkers and B.

The Cache map was originally created by Sal "Volcano" Garozzo, with Shawn "FMPONE" Snelling later joining him to rebuild it for CS:GO. In 2014 it became the first community-made map Valve put into Active Duty. It stayed there until 28 March 2019, when Vertigo took its place. FMPONE showed a heavily reworked, greener version at ESL One New York in September 2019, but it never returned to the pool, and CS2 launched in 2023 without Cache.

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CS2 Cache map logo with red and blue star
Cache map logo in Counter-Strike 2

The map

TypeBomb defusal
Map codede_cache
Created byShawn "FMPONE" Snelling; CS2 version by Valve
Active Duty2014 - March 2019, again since July 2026
In CS2Since 28 April 2026

From the game files

Named places48
Spawn points16 T, 16 CT
Buy zones3 (the CT one in two parts)
Bombsites2 (A and B)
Plant to plant2,880 u (about 73 m)
Bomb radius600 u (about 15.2 m)

CS2 Cache Callouts

The 48 official names from the map files and the ones players use.

The left map shows only the 48 names stored in the map files. In the lists below they carry an official tag. The right map and every name without a tag is what players call the spots. The two bombsites have their own section, Bombsites.

With 48 official names, Cache is mapped in unusual detail - the game names even single spots like Forklift, Toxic and Bear. A few official names read differently from what players say: Catwalk is Balcony, Electrical Box is Elektro, Mid Roof is Roof, Red is T Red.

CS2 Cache radar with the 48 official callouts from the game files
The 48 official place names from the map files, on the in-game radar
CS2 Cache map with community callouts labeled
Cache map in Counter-Strike 2 showing common community callout locations.

CS2 Cache A Site Callouts

CS2 Cache A Site callouts Open full size
A Site area and nearby callouts on Cache in CS2
Squeaky official
A room with a squeaky door leading to A Site; the door itself is also referred to by this name.
Forklift official
A forklift located at A Site, positioned almost directly beneath Balcony.
Balcony official
An elevated metal platform at A Site. In the game files: Catwalk.
Ladder official
The ladder up to Balcony.
Toxic official
The spot under Balcony, next to Forklift.
Elektro official
The area between the Truck and Highway positions. In the game files: Electrical Box.
Quad official
The position surrounding a large stack of four crates in the far corner of A Site.
Corner official
The corner of A Site beside Quad.
A Boost official
A spot on A Site by Squeaky.
Truck official
An area comprising the truck itself and the surrounding space; it is located at the top of the CT Lane position. Terrorists often hold this spot after planting the bomb to intercept Counter-Terrorists rotating from B Site.
Highway official
A relatively narrow ramp connecting Mid and A Site.
T Box
Crates at A Site located next to the red shipping container.

CS2 Cache B Halls Callouts

CS2 Cache B Halls callouts Open full size
B Halls area and nearby callouts on Cache in CS2
B Halls official
The area inside the building located between Outside B, Sun Room, B Main, and Useless.
Playground official
The open part of B Halls on the way to Outside B.
Sun Room official
A room featuring an image of the sun on the wall; it can be accessed from B Halls and B Main.
B Main official
The area leading to B Site from the T side.
Useless official
The room connecting Garage and B Halls, also known as Dumpster.

CS2 Cache B Site Callouts

CS2 Cache B Site callouts Open full size
B Site area and nearby callouts on Cache in CS2
Spray
The area behind the boxes at the back of B Site, also known as Back Site.
Heaven official
A wooden ramp and platform leading from the CT side to B Site.
Rafters official
An elevated metal platform accessible from Heaven.
Checkers official
A room with a checkered floor; it is accessible via Vents from Mid and connects to the main path to B Main as well as B Site itself.
Back Hall official
The far wall in Checkers.
Bear official
A spot on the CT side of B, between Back Hall and Tree Room.
Pit
A recessed area next to the ramp at B Site.
Tree Room official
An area containing a large tree, located at the back of the Hell position.
Headshot official
A lowered area on the Hell side. The name comes from the fact that when a player crouches there, only their head is visible.

CS2 Cache CT Spawn Callouts

CS2 Cache CT Spawn callouts Open full size
CT Spawn area and nearby callouts on Cache in CS2
CT Spawn official
The area where the Counter-Terrorist team spawns.
Bus Stop official
The large open area in front of CT Spawn.
CT Lane official
A large area compared to other callouts on this map - everything between Truck and Hell.

CS2 Cache Mid Callouts

CS2 Cache Mid callouts Open full size
Mid area and nearby callouts on Cache in CS2
Mid official
The central section of the map, connecting Garage, Connector, and Highway.
Middle official
The game's name for the T end of Mid, by Garage and A Stairs.
Boost official
A spot in Mid, near Roof.
Sandbags official
The area around and atop the sandbags located between Connector and the Mid roof.
Roof official
Any spot on the building's roof between Vents and Sandbags. In the game files: Mid Roof.
Vents official
The ventilation shaft connecting Mid to Checkers.
Connector official
The room linking Mid to CT Lane. A common spot for CT snipers at the start of the round.

CS2 Cache T Spawn Callouts

CS2 Cache T Spawn callouts Open full size
T Spawn area and nearby routes on Cache in CS2
T Spawn official
The area where the Terrorist team spawns.
Garage official
A large garage building located between T Spawn and the central area. It also connects to Useless.
Outside A official
The area between Garage and Long A.
Outside B official
The area between B Halls and T Spawn.

CS2 Cache T Yard Callouts

CS2 Cache T Yard callouts Open full size
T Yard area and nearby callouts on Cache in CS2
T Yard official
The open area between T Spawn and Garage.
T Red official
The red shipping container inside Garage. In the game files: Red.
Long A official
Runs from the A side of Garage and T Spawn to Squeaky.
T Truck official
The area around, usually behind, the truck between T Yard and Outside A.
A Main official
The building connecting Outside A to A Site.
Lockers official
The room between A Main and Long A.
A Stairs official
The stairs leading to A Main from Outside A.
Cubby official
A small recess by A Stairs.
A Halls official
A small area between Long A and the Squeaky door.

Cache Bombsites

How big each site is, where the bomb goes, and every way in.

The game files hold the exact zone where you can plant on each site. On B Site it is about 13.5 × 12.8 metres, on A Site about 8.3 × 14.0 - B has about 1.5 times the room to plant, 170 m² against 117.

A site

Plant zone, game files328 × 553 u (8.3 × 14.0 m)
Plant zone area117 m²
CT Spawn to default plant2,599 u (66.0 m)
T Spawn to default plant3,922 u (99.5 m)
Ways inSqueaky, A Main, Highway, Truck
Retake plant spots5

B site

Plant zone, game files530 × 504 u (13.5 × 12.8 m)
Plant zone area170 m²
CT Spawn to default plant2,313 u (58.7 m)
T Spawn to default plant3,704 u (94.0 m)
Ways inB Main, Checkers, Heaven
Retake plant spots4

The plant zone is the invisible shape in the map files that decides where the bomb can go - on the radar it is the outline around each site. On A it is one box; on B it is a box with a narrow strip along one side. Spawn distances are measured along the map, from the middle of each spawn to the default plant spot - the times are in Timings. In Retake mode the bomb starts already planted on one of the fixed spots per site: five on A and four on B. They are the dots on both maps below: the filled one is the default.

A Site

Cache A site on the CS2 radar with the plant zone
A on the in-game radar. Green outline - the plant zone, filled dot - default Retake plant spot, rings - the other four.

Four ways in: Squeaky from Long A, A Main, Highway from Mid, and past Truck from the CT side.

A is 10.4 seconds from CT Spawn with the knife and 15.7 from T Spawn - the CT lead on A is 1,323 units, about 5 seconds.

B Site

Cache B site on the CS2 radar with the plant zone
B on the in-game radar. Green outline - the plant zone, filled dot - default Retake plant spot, rings - the other three.

Three ways in: B Main from B Halls, Checkers from Vents, and Heaven from the CT side.

B is the nearer site for both teams: 9.3 seconds for a CT, 14.8 for a T. The CT lead is about the same as on A - 1,391 units, a little over 5.5 seconds.

Cache Timings

How long the runs take, timed in game.

The routes below are runs I timed in game with a stopwatch: from spawn, knife out, normal running, no bunny hops. A stopwatch is more honest than the radar here - the B routes go up the ramp to Heaven, and the Squeaky run ends at a door that has to open. Spawn points differ, so a run from another spot can be a few tenths of a second shorter or longer. The spawn-to-plant times are in Bombsites.

Route Time, s Notes
CT Spawn → Connector6.76To the exit into Mid, watching the Garage exit
CT Spawn → Heaven8.32Watching the B Main exit
CT Spawn → Checkers10.41Through Heaven
CT Spawn → T Box10.61Watching the A Main exit
CT Spawn → Pit10.67Through Heaven
CT Spawn → Squeaky14.01Inside, with the door open
T Spawn → Garage8.73To the exit into Mid, watching Connector
T Spawn → B Halls9.56Watching the way onto B through B Main
T Spawn → B Main11.86To the exit onto B
T Spawn → A Main13.62To the exit onto A
T Spawn → Squeaky15.76Up to the door
CS2 Cache map timings and routes for T and CT sides
The timed routes on the in-game radar. Blue - CT routes, orange - T routes, dashed - who watches whom at the end of a route.

What the numbers mean

Mid goes to the CTs. A CT is at the Connector exit at 6.76 seconds, the first T comes out of Garage at 8.73 - about 2 seconds later. The two exits look at each other across Mid, about 33 metres apart.

On B the first CT is on Heaven at 8.32 seconds and watches the B Main exit, about 18 metres away (height not counted). A T is in B Halls at 9.56 and steps out of B Main onto the site at 11.86, so Heaven is set 3.5 seconds before the first T is on B. The next CTs come in through Heaven too: Checkers at 10.41, Pit at 10.67, both more than a second before that T.

On A a CT is at T Box at 10.61 seconds and the first T comes out of A Main at 13.62, 3 seconds later, about 18 metres from T Box. At Squeaky it is closer: the CT is inside with the door open at 14.01, the T reaches the door at 15.76 - 1.75 seconds between them.

Weapons on Cache

Which guns fit the distances on this map, and which don't.

Every gun in CS2 has an accurate range - how far its first shot, fired standing still, stays tight enough to rely on. Cache has fixed distances between the spots where fights happen. Compare the two and you get a useful picture of which weapons suit each sightline. The distances below are straight lines between positions on the in-game radar that can see each other, so they are approximate. Height is not counted either. The accurate range figures are from the game update of 18 March 2026.

Duel Distance, u (m) Area
Garage → Connector1,162 (29.5)Mid
Sun Room → Checkers824 (20.9)B
A Main exit → Corner816 (20.7)A
A Main exit → A Stairs813 (20.7)A
Sun Room → B Main exit701 (17.8)B
A Main exit → T Box683 (17.3)A
Cache duel lines on the CS2 radar with distances in units and metres from Garage, Connector, Sun Room, Checkers, B Main, A Main, Corner, A Stairs and T Box
The duels from the table on the in-game radar. Straight lines between the two positions, in units with metres in brackets.

Accurate range is only one number. The guide for each gun has the rest: damage at every distance, how many hits it takes through armour, movement, and the spray pattern for every single bullet. The links are on the gun names below.

Cache has one fight close to 30 metres - Garage to Connector across Mid, 29.5. Everything else sits between 17 and 21 metres: rifle distance, and too far for every SMG.

Mid: Garage to Connector

The Garage exit and the Connector exit look at each other across Mid, about 29.5 metres apart. That is just past the plain accurate range of every rifle: the M4A1-S with the silencer (28.2 m), the AUG unscoped (28.2 m) and the AK-47 crouched (28.2 m) are about a metre short, the M4A4 (27.7 m) almost two. A standing AK (21.7 m) is 8 metres out. A scope covers it with room to spare: the AWP (69.3 m), the SSG 08 (47.2 m), and the AUG (38.3 m) and SG 553 (37.1 m) when scoped. The FAMAS in burst mode (35.5 m) reaches it too.

A Site: three lines from A Main

Three lines start at the A Main exit: about 21 metres to Corner at the back of the site, 17 to T Box, and 21 back down the corridor to A Stairs. The M4s cover all three easily. The AK-47 covers them too, but on Corner and A Stairs only by a metre. The SG 553 unscoped (23.8 m) reaches all three, the FAMAS (18.6 m) only T Box, and the Galil AR (16.3 m) none of them. The MP9 (15.9 m), the longest-reaching SMG, is 1.4 metres short even of T Box.

B Site: two lines from Sun Room

From the Sun Room door the view runs across B Halls to the B Main exit, about 18 metres, and to Checkers, about 21. The AK-47 covers both, Checkers with less than a metre to spare. The FAMAS covers B Main but not Checkers, the Galil AR neither. No SMG reaches either line - the MP9 is 2 metres short of B Main, the MP7 (14.4 m) more than 3.

On a pistol round the Desert Eagle (24.6 m) and the USP-S with its silencer (23.8 m) reach every duel in the list except Mid. The Glock-18 (20.1 m) covers T Box and the B Main exit, but Corner, A Stairs and Checkers are just past it.

Shotguns are left out of this: their accurate range is 2-3 metres by design and says nothing about where they work.

Rule of thumb: a scope for the Mid line, a rifle for everything on the sites. None of the fights in this list is close enough for an SMG.

Common Mistakes on Cache

Seven common mistakes, each tied to a measurement above.

Each point below links back to the measurement behind it.

Racing Mid
Running out of Garage to beat the CTs into Mid. A CT is at the Connector exit at 6.76 seconds, the first T comes out at 8.73 - 2 seconds after the CT is set. Smoke Connector first. Timings
AK across Mid
Taking the Garage to Connector fight with an AK-47. It is about 29.5 metres; the AK is accurate to 21.7 standing and 28.2 crouched, so it falls short in both case. That line belongs to a scope. Weapons on Cache
Dry B Main
Walking out of B Main with nothing on Heaven. A CT is up there at 8.32 seconds, the first T steps onto the site at 11.86 - 3.5 seconds of waiting. Smoke or flash Heaven before you step out. Timings
Dry A Main
Coming out of A Main with no utility. A CT is on T Box at 10.61 seconds, the first T is at the exit at 13.62, and the exit is open to three lines: T Box, Corner and back down to A Stairs. Timings
Late Squeaky
Counting on an empty room behind Squeaky. The first T reaches the door at 15.76 seconds; a CT is already inside with the door open at 14.01. The door is loud, so the CT also hears you coming. Timings
SMG on B
Holding B Halls from Sun Room with an SMG. The B Main exit is about 18 metres away, Checkers about 21, and the MP9 is accurate to 15.9 - no SMG reaches either line. Weapons on Cache
Two trucks
The game's Truck is on the CT side, at the top of CT Lane; T Truck is on the T side, between T Yard and Outside A. Calling "Truck" without the T sends help to the wrong side of the map. Callouts

Cache Skins & Collections

Cache skins by market listings and price, and how to get them now.

Cache has no case of its own. Its skins come in one collection, The Cache Collection, released on 13 August 2014 together with the ESL One Cologne 2014 souvenir packages. When Valve brought Cache back to CS2 on 28 April 2026, the update did not add a new collection.

The collection below has three tabs. Most listed are the skins with the most offers across the markets I track. Prices update every 15 minutes, and the range on each card runs from the cheapest variant to the most expensive one, wear and Souvenir variants included.

The Cache Collection

13 skins, and nothing above Restricted. The top one is the Galil AR | Cerberus, for a rifle that is short of every site fight on this map - see Weapons on Cache. The other Restricted skin is the FAMAS | Styx.

Every skin with a price for every wear is on the Cache Collection page.

How to get them now

The collection has never been in a case. The skins came out in souvenir packages from Majors, starting with the ESL One Cologne 2014 Cache Souvenir Package. Today that leaves the old souvenir packages, trade-up contracts, and the market.

Browse all collections and all CS2 cases, or check what your own skins are worth with the Inventory Value Calculator.

Cache Data Download

Every number on this page in one file, with the method behind it.

The data this guide is built on is in one JSON file: the 48 official callouts with the coordinates of all 66 zones from the map files, the 3 player callouts, all 32 spawn points, both bombsites with their plant zones and Retake plant spots, the in-game timings, and the duel distances from Weapons on Cache. Each part says how it was measured.

Use it in a video, a tool or your own guide - it is free under CC BY 4.0, as long as you link back to this page. Checked against CS2 build 1.41.8.8.

Download cs2-cache-data.json (JSON, 26 KB)